You can dodge its attack, and make it look funny while a fast moving unit draws its attention. Ordinary melee and rifle attacks wont penetrate its shields. With proper spell grenade combo you can put it down in one fell swoop.

Luring it is good, and I tend to favor ambushing it right at the front gate.

Hehe. Really, if you look at the trigger section there is a lot of unused triggers there. This map was like a, "do as much as you can and learn as much, but let maps be maps."

Anyway, don't get me wrong, okay? I really appreciate your feedback, and have actually put thought into what you said especially about what has happened.

I think it would be a good idea to have an "easy mode" where the player gets hints, and there's a "hardcore mode" where players are left in the dark about certain tricks next time around. "Enable Hints" and "Disable Hints" prior to starting the map would be cool.

GnaReffotsirk wrote:You can dodge its attack, and make it look funny while a fast moving unit draws its attention. Ordinary melee and rifle attacks wont penetrate its shields. With proper spell grenade combo you can put it down in one fell swoop.

Luring it is good, and I tend to favor ambushing it right at the front gate.

So it is necessary to kill them. Alright...

Anyway, don't get me wrong, okay? I really appreciate your feedback, and have actually put thought into what you said especially about what has happened.

On my first playthrough I failed because I targeted the cat with psionic lash instead of the Templar. The cat died. I failed. On my second playthrough I lost all of my marines to the very first immortal. I killed it with psionic lash and figured that was that. Instead a second immortal with 3x the health appeared. At this point I was balls-deep in force fields with no grenades to remove them. What followed was an agonizing and methodical wait for psionic lash energy to kill the immortal and get the cat to the next door. Those force fields seriously last way too long. Alternatively you can let Marcus' abilities destroy them instead of just grenades. The rest of the mission was pretty easy.

Other than unusual English here and there plus the odd typo, I felt it was okay. I'm not a campaign or scenario kind of guy but I figured I would give it a try. It was decent - better than the vanilla campaign for sure. While frapsing. Yes, I have a recording of my playthrough. As a bonus I voice acted all of your dialogue in professional Mesk style. I'll post it here when it's processed/uploaded.

/edit

Here you go. My playthrough of the map. I'll warn you now - if you aren't familiar with my casting style..., well, you better have balls. Just make note that even though I can sound really, really agitated, I actually enjoyed the map a lot more than... well, most the campaigns I've played to date. Yelling = good. Yelling + getting tired/bored = bad. The force fields just drove me a bit crazy. I think that with a bit of polish and alterations you could make a decent campaign with this.

What got me most about the observers is their cast range. It was hard enough to kill them but very rarely were they in range to begin with. Without grenades that situation turned into a mess quite fast. If the immortal was able to walk over the force fields I'd probably have died.

I haven't finished playing- I died after attempting to locate the console after the first encounter with (sorry, spacing on his name, at work) the high templar. I probed everywhere then realized I could target some doodads at which point within seconds I lost my entire team against the giant.. thing. The Immortal killed me without hesitation or issues. It did take me a while to figure out the shields could be grenaded, but I kept browsing my units to see what options I had after waiting for the first few to vanish (thinking I had to wait for them all to vanish). I actually had the same idea as Isk, though clearly he's far surpassed expectations with it, I may or may not do the same kind of review when I go to continue (and by that I mean start over since I didn't think about dying).

I didn't play it at all yet although one thing that might (or not) aid about errors :

In the map's properties (or somewhere like that), you can check "Hide trigger errors". Normally, it was intended just for trigger errors but it also seem to hide the new actor errors added in patch 1.3 as well. I personally had issues with in W&M for actor errors that I can't seem to fix and doesn't do anything really wrong.

Unfortunately, the drawback is that people won't be able to report such errors since they will no longer show.

Note : Those errors still pop up in the trigger log if you enabled it in the editor and play your map via the Editor's "Test Map".